GrimGrim31 Posted February 13, 2025 Author Posted February 13, 2025 59 minutes ago, roflmaones said: after first time transformation of the main character in a hucow it disappears from aaf menu. so no interactions with aaf and the player is possible... is there an fix or console command to "add" again the player or must i delete my 2 year savegame now? You will have to give me more information than that. There is nothing in the mod that should affect actor visibility in AAF with the possible exception of a male after he has sex. It takes him a short while to recover. During that timeout period he has an AAF keyword applied that prevents him from participating in sex.
GrimGrim31 Posted February 13, 2025 Author Posted February 13, 2025 23 minutes ago, roflmaones said: thanx, this would help a lot i was trying to load an older save but (funfact) here also is ths player vanished from actor list lol between, i use the "cure" item from chem bench to revert into "human" again... after this i have seen that no sex is possible anymore... so if the "cure" gives back the keyword, this should be enough ( i hope ) The keyword reply was intended for Fred200's question. I checked my script and the Player does not have anything blocking AAF. My script to make male actors take time to recover from sex only affects male NPCs.
izzyknows Posted February 13, 2025 Posted February 13, 2025 3 hours ago, fred200 said: On not being able to wield a weapon: this seems like something I have seen in the past. Anyone know any console commands to try? The pipboy works OK. Flash! Reloading the game fixed it! I can fight again! Just Fallout being Fallout I guess. Just so others fully understand this if they happen across this. The Fallout 4 Fandom Wiki has removed this info for some reason. Generally speaking, IF you are not able to do something, open the Pip-Boy, draw a weapon, run... It's "generally" caused by an input layer. If you type DIEL (DumpInputEnableLayers) it will show you the layers. If the layer says NONE at the end, it's not active and can be ignored. Otherwise, it will have what it's blocking. Sprinting, fighting, favorites.... To reset a layer, RIEL (ResetInputEnableLayer) and the layer #. riel 3 will reset layer 3 3
roflmaones Posted February 13, 2025 Posted February 13, 2025 @grimgrim... so... i am a hucow now, but dont are in list for aaf actors (no actor screen) all aaf activitations blocked, like bull fuck, sexual harassment, raider pet, violate, etc pp... looks like the player character isnt anymore an available fuck part of the game next one, the sold cows from goodneighboar comes back to vault88 but not count in settlement members, but are commendable ( i got only 3 real "cowmember" and together 9 ppl in this vault, all other sold in diamond city and GN) if i check the terminal it shows 42 instead of 3 (my own) hucows...
fred200 Posted February 13, 2025 Posted February 13, 2025 Well the serum syringe works great from inventory, so I don't see a pressing need for an injector. 1
GrimGrim31 Posted February 14, 2025 Author Posted February 14, 2025 (edited) The number 42 is the total hucows in the game. This includes the player hucow and all hucows at your settlements plus any that you may have created but left behind at other locations. This number does not include hucows owned by the hucow traders. I don't know why your hucow player is blocked in AAF. I have not experienced that issue before and my player character is a hucow almost all of the time. There are no AAF keywords added when a player is transformed into a hucow. You can check your character to see if she has an AAF_ActorBlocked keyword by opening the console and entering "player.haskeyword aaf_actorblocked" What version of the FO4 and AAF are you using? Do you use any AAF mods other than the basic requirements in TFM? Edited February 14, 2025 by GrimGrim31
GrimGrim31 Posted February 14, 2025 Author Posted February 14, 2025 34 minutes ago, fred200 said: Well the serum syringe works great from inventory, so I don't see a pressing need for an injector. Yes, we set that up to work like that months ago when someone accidentally stabbed themselves with the syringe intended for NPCs. It kinda worked but was confusing so I reconfigured it to work properly on the player too. The injectors are what the synth attackers use so injectors are back in the game. They sometimes have one left over in their inventory and they drop the used one at the scene of the attack. 1
GrimGrim31 Posted February 14, 2025 Author Posted February 14, 2025 (edited) Version 1.26.3. is available for download. You can kill the attackers now. New waves will spawn as long as the hunt continues if the player is in a poorly protected location. Serum injectors added as constructible items in the Chem Workbench. These don't add anything new since syringes and pills already do the same things, but injectors have existed in the game for a long time and now the attackers are using them, so I just unlocked the constructible objects for you. It took a long time to modify the dialogue and playtest it to work out the possible permutations and their issues. I'm exhausted, and I need a break from scripts and the Creation Kit. As before, I will be back when I am back. Edited February 14, 2025 by GrimGrim31 7
DarkblueLL2021 Posted February 14, 2025 Posted February 14, 2025 Thank you!, and enjoy your recharge time.
roflmaones Posted February 15, 2025 Posted February 15, 2025 first , thanx for your help. its not naturally FO4 Version is last 1.10.984.0 AAF is 1.1.1 from dagobaking player.haskeyword aaf_actorblocked shows: HasKeyword >> 1.00 i dont know what i can do... have reinstalled aaf, reset mc, reset ai of the mc... damn.
izzyknows Posted February 15, 2025 Posted February 15, 2025 4 hours ago, roflmaones said: first , thanx for your help. its not naturally FO4 Version is last 1.10.984.0 AAF is 1.1.1 from dagobaking player.haskeyword aaf_actorblocked shows: HasKeyword >> 1.00 i dont know what i can do... have reinstalled aaf, reset mc, reset ai of the mc... damn. Try the command. player.cf "actor.RemoveKeyword" "AAF_ActorBlocked" And see what happens.
roflmaones Posted February 15, 2025 Posted February 15, 2025 @izzyknows awesome 100x thanx, i am fuckable again nice... what an relief.. @GrimGrim31 in the meantime i start another new game and found an (feature?) bug... after visit the abandoned trailer and kill the deathclaws ist an quickjump block to all areas active... i run to the slog and end the moreau quest ( fast travel block is active ) i go back to abernathy farm and start to convert the abernathys to hucows ( fast travel stand inactive ) is this an queststage error or is only lloyd bugged, because the travel lock appears after speaking to him that i found the cure in the cooler?
roflmaones Posted February 15, 2025 Posted February 15, 2025 last, but not least rofl my cows dont use eartags, the become an real bell as buttplug hehe sounds nice and work too rofl
GrimGrim31 Posted February 15, 2025 Author Posted February 15, 2025 4 hours ago, roflmaones said: @izzyknows awesome 100x thanx, i am fuckable again nice... what an relief.. @GrimGrim31 in the meantime i start another new game and found an (feature?) bug... after visit the abandoned trailer and kill the deathclaws ist an quickjump block to all areas active... i run to the slog and end the moreau quest ( fast travel block is active ) i go back to abernathy farm and start to convert the abernathys to hucows ( fast travel stand inactive ) is this an queststage error or is only lloyd bugged, because the travel lock appears after speaking to him that i found the cure in the cooler? When you enter the trailer to search for Doctor Burr (and the cure), the Deathclaws attack and you can no longer fast travel. Once you kill all three deathclaws, the stage advances and triggers a script that enables fast travel again. The same script also frees Lloris so that he can follow you again. Did you leave a living deathclaw and Lloris behind?
roflmaones Posted February 15, 2025 Posted February 15, 2025 (edited) all 3 deathclaws was dead... lloris stand inside the trailer and dont move... so i was going back to the slog and end the quest wit dr moreau... i talk to him and say that i found the cure, he told me to wait one day, i sleept in the slog and talk again, then quests ends after returning to the trailer lloris was disapeared (right word? dunno, not my main language sorry ) Edited February 15, 2025 by roflmaones
GrimGrim31 Posted February 16, 2025 Author Posted February 16, 2025 15 minutes ago, roflmaones said: all 3 deathclaws was dead... lloris stand inside the trailer and dont move... so i was going back to the slog and end the quest wit dr moreau... i talk to him and say that i found the cure, he told me to wait one day, i sleept in the slog and talk again, then quests ends after returning to the trailer lloris was disapeared (right word? dunno, not my main language sorry ) You did not kill all three Deathclaws. The Quest Objective "Kill the Deathclaws" should be showing between "Find the Cure" and "Return with the Cure to Doctor Moreau". And since you completed the quest, there is no way to find the right deathclaws to kill. If you have a save from before you completed the quest (which shuts the quest off and clears all references from it), use the console to check the quest. SQV 2700F7BD See what REFIDs it lists for these REFaliases: DeathclawLeader, DeathclawBuddy01, and DeathclawBuddy02. Lloris rejoined Doctor Moreau when you completed the quest, so he is either walking with the doctor's group or they are all back at Vault 81.
roflmaones Posted February 16, 2025 Posted February 16, 2025 okeeee. but what are THIS then for 3 deathclaws here on the trailer? was this an random spawn? omg lol oops, my mistake rofl
GrimGrim31 Posted February 16, 2025 Author Posted February 16, 2025 (edited) 1 minute ago, roflmaones said: okeeee. but what are THIS then for 3 deathclaws here on the trailer? was this an random spawn? omg lol oops, my mistake rofl There are random deathclaws that appear in the ravines in that area which is why I chose deathclaws as the enemy for this stage of the quest. I am going to add a function to the main script so that the fast travel restriction will be lifted if you reload the game after completing the quest. It will be a failsafe in case another person leaves any of the three deathclaws alive. Poor LLoris will just have to get used to being abandoned. Edited February 16, 2025 by GrimGrim31
roflmaones Posted February 16, 2025 Posted February 16, 2025 (edited) i will start over the quest again, have an save befor first talk to dr moreau ... gimme 2 - 3 hours to play lets make this mode safe... between, with the new update i see NO issues with all my other mods and this are many (~300 quest/area change/player settlements and so on) respect ! Edited February 16, 2025 by roflmaones
GrimGrim31 Posted February 16, 2025 Author Posted February 16, 2025 (edited) I am going to upload the update just in case. It has a few other changes in it. My break from modding lasted all of about four hours. Edited February 16, 2025 by GrimGrim31 1
GrimGrim31 Posted February 16, 2025 Author Posted February 16, 2025 Version 1.26.4. is available now for download. Changes/additions are minor: Added voiced dialogue for settlers injected on the hucow exam table. Reworked injection scenes for the settler that wants to become a hucow to escape mental trauma so that the timing is correct and the NPC doesn't walk away before the scene ends. NPCs that milk hucows no longer travel with their weapons out. Added a script function so that the fast travel block in the Doctor Moreau quest will turn off if the quest is over and you haven't killed all three deathclaws. This happens when you load the game. I think that I am going to redo the deathclaw enemy stage so that the number/power level of the deathclaws is tailored to the level of the player. I have had a few ideas of how to make this work and now is the time to implement one of them. 4
roflmaones Posted February 16, 2025 Posted February 16, 2025 (edited) i´ll check it out, near parsons now thanx edit: new version installed... and fight vs deathclaws (had the luck that i got en fully upgraded enclave flamer from the new NG quest) burn them down one by one (they run away and came back a lil bit later) works perfect in this game... llois is moving and has settled in my vault101 emelie told me they cant join intime, maybe later.... ok... who knows... lets start to hucowification of the commonwealth.. ps: eventually you should put an actual pic of the mod configs site in the description, there are many more now then there is showing intime Edited February 16, 2025 by roflmaones
GrimGrim31 Posted February 16, 2025 Author Posted February 16, 2025 (edited) Good. I just finished implementing the deathclaw fight so that a low level player only faces one of them. A level 25-49 level player faces two, and a higher level player gets the full pack. I was disappointed that the first method worked perfectly so I don't have to try alternatives. It will be part of Version 1.26.5. If anyone notices any of the Moreau quest dialogue without sound, let me know in this forum. I think that I have fixed all of it but there is so much dialogue that I am not sure if I have tested every single line. I guess the next thing to work on is NPCs milking and fucking the player hucow randomly in the settlements. Edited February 16, 2025 by GrimGrim31 3
Esdrik Posted February 16, 2025 Posted February 16, 2025 I have a question. If the player becomes a HuCow through NPCs, does the player automatically get HuCow Hunger and Cum Addiction, or do they both have to be activated in MCM?
Skelletoncz Posted February 16, 2025 Posted February 16, 2025 2 hours ago, Esdrik said: mám otázku. Pokud se hráč stane HuCow prostřednictvím NPC, získá hráč automaticky HuCow Hunger a Cum Addiction, nebo musí být oba aktivovány v MCM? Activate them in MCM. They turn on when the player is transformed into HuCow.
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